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32 Piece Dinnerware Set
Pistoulet is a beautiful collection of dinnerware, serveware and accessories that are brightly decorated with freely rendered flowers, vines and vegetables drawn from or influenced by the book, The Secrets of Pistoulet by Jana Kolpen. Bright, colorful drawings are set against wide watercolor washes that evoke the light and colors of Southern France. 32 piece service for eight, includes (8) each: 10 3/4 inch diameter dinner plate, 9 inch diameter salad plate, 28 ounce soup/cereal bowl and 14 ounce mug. Microwave and dishwasher safe.
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Rated 4.5 out of 5 by 8 reviewers.
Rated 5 out of 5 by Phyllis708 A real quality set of dinnerware I am so pleased with my set of dinnerware. I've showed them to all my family and I now know what I may be getting for my birthday. I will continue to order more of this set of dinnerware. I'm proud to have them. February 11, 2014
Rated 5 out of 5 by Islandofcapri21 Great product! Beautiful! Love this set. Waited years to buy a new dinnerware set. I am not picky but this is the only dinnerware set that I loved. Great for everyday use and beautiful to look at. Dishwasher and microwave safe is a huge plus! I wanted something different. Originally I wanted the square set, but my dishwasher didn't accommodate the size of the dinner plate. This set is fun and different. January 4, 2014
Rated 5 out of 5 by Jane13 Love the mix and match! I started my collection of Pistoulet dinnerware about 8 years ago because I was entranced by the fact that there were so many coordinating patterns and interesting pieces. In fact, I mixed it up even more by combining starter sets in both the blue and red. Over the years I have added accessories, including table linens, that I just could not live without. The great news is that I still love the dishes even after all this time, and still get great compliments when I entertain using them. But, I am really writing to comment on how well they have held up. The colors are as vibrant as the day that I bought them, and despite that fact that the dishes have not been handled gently, I have not had any breakage. The only bad thing is that, if I ever am ready for a change, I don't think that I will be able to go back to a boring set -- no matter how pretty -- where all the pieces look alike. September 2, 2013
Rated 1 out of 5 by OBXBeachDog Poor finish and colors Items did NOT match photos nor is the quality match the price...pitted finishes one the first plates pulled from the box. Very poor..........In process of shipping them all back - way to ruin Christmas gift! January 13, 2013
Rated 5 out of 5 by Jess81 All Time Fav!!! I've had my Pistoulet set for 3 years and it's still going strong. I love everything about this sunshine-y pattern. The color combinations are perfect and I love the whimsical look the mix of dots and swirls give to my table. I've added several pieces throughout the years and look foward to adding even more as they come out. I will never buy dinnerware from anyone but Pfaltzgraff again. The quality for the price can't be beat. I've never once received a broken piece but I've had to call their customer service line a couple of times to help with an order and they've always been amazing! August 30, 2012
Rated 5 out of 5 by Jenna7789 perfect Christmas gift I bought it as a Christmas gift for my mother. I ordered it early, because there was such a good sale. It will match her kitchen perfectly, because it is French countryside themed. None of the pieces arrived chipped or broken. I am very happy that I ordered it. August 16, 2012
Rated 5 out of 5 by Jude71 Beautiful table setting I searched for months in stores and online for what I consider timeless dishes that I could really love and live with for a long time. I found them with this pattern. July 27, 2012
Rated 5 out of 5 by OSUTERRY Love it!! I love this dinnerware set. It is very colorful and It looks good on the table and seems to be very durable and lasting. It washes up very nice and I have purchased additional pieces to go with it. I love it very much and will enjoy it for many years to come. July 27, 2012
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Results 1-6of 6 Reviews
by LA guy
Los Angeles, California
September 10, 2005
Once we stepped in, we were amazed just how extravagantly this place has been designed. In the center is the grand "bar table", which divides the restaurnat into two halves, left and right. Each half is then divided in to three (front, mid, and back) sections by two giant sheet of glasses that ran from the top of the elevated ceiling to the rectangle pools that housed their footing. The glasses were illumintated from inside and with the sheet of water running down both sides, the effect was a shimmering, green glow that radiates throughout the restaurant. Very interesting.
Finally, our server came. As we studied the menu closer, we found that it is generally that of America Cuisine, with the typical pastas, sandwhiches, and the usual entrees (roasted chicken, Mongolian beef). However, what is different was presentation. Each plate is carefully prepared and arranged, that dishes looked more like pieces of art than a plate of food. I ordered a "fancy" rosemary chicken and found the preparation to be of high quality.
Then, as our concert ended, we walked past the restaurant again and was surprised to find that after 10pm or so, this restaurant is turned into a club. We happened to come by when there was a live show going on. And even from outside of the entrance, we could see female dancers dancing on platforms that are suspended halfway in the air, dancing to the high energy and the laser light show of the movement. We didn't have the energy to wait in line to get in again, but if you have the time, definitely eat/club here.
From journal Las Vegas Excitement
by Seano
Brooklyn, New York
April 10, 2005
Vegas is over the top, and this place transports you to the next level. Any place built on rum drinks can't be that bad, especially when the rum drinks are served in 16-ounce glasses. Go for it! And if you like it, go for it twice. Each of the specialty drinks we sampled was as good as the one before, so I would imagine you can let your senses take over and you will do fine.
The place drew a varied crowd. While we were there, we saw a wedding reception going strong, couples on dates, and groups looking for another diversion in Vegas. All seemed happy! The food looked spectacular. We had conch fritters. While not typically Vegas, they were wonderful and added to the feeling that we have been whisked out of the desert and onto some remote Pacific isle (loaded up with fashionable people, of course!) Heather was a fun bartender who made sure we started the evening on the right note! We returned later in the evening, but elected to not explore Rumjungle after it had turned into a nightclub with a cover.
From journal Long Weekend in Vegas
by jim
Charlotte, North Carolina
June 17, 2000
From journal Las Vegas: My Second Home
by Constance
New York, New York
June 25, 2000
From journal Las Vegas - not just for gamblers
by wegetaround01
In case the site isn't working-I'm FEMALE!!!!, Ohio
December 2, 2003
Very cool scene. Go to people-watch, possibly for famous people too. Walls of water and bottles of rum are part of the theme. After dinner, cages are lowered from the ceiling later with dancing girls inside.
From journal HOLY PLASTIC PEOPLE! Land of SILICONE and BOTOX!
by SusanKC
Danville, California
October 24, 2000
From journal Bacherlorette Extravanganza in Vegas Baby

subset: commoncrawl


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Perhaps you've had a negative experience with prophetic ministry. Maybe the prophet seemed more like a fortune-teller than a man or woman of God. read more
Morris Cerullo: God's Judgment and How to Walk in the Miraculous
Morris Cerullo has never seen America like it is today. Find out his surprising take on the nation's spiritual state, and learn how you can walk in greater power with the Holy Spirit. read more


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How Well do Patients With Traumatic Brain Injury Learn New Material Using Learning Styles in Online Science Classrooms? (CVD)
This study is ongoing, but not recruiting participants.
Center for Vision Development, New Market, Maryland
Information provided by (Responsible Party):
Mark Pettinato, Center for Vision Development, New Market, Maryland
ClinicalTrials.gov Identifier:
First received: August 13, 2011
Last updated: December 15, 2012
Last verified: December 2012
- Full Text View
- Tabular View
- No Study Results Posted
- Disclaimer
- How to Read a Study Record
Detailed Description:
The purpose of this study is to determine whether learning styles are effective in the treatment of traumatic brain injury (TBI) in an educational environment.
Brain Injuries
Brain Injuries, Traumatic
Injury, Brain, Traumatic
Traumatic Brain Injury
Brain Injury, Chronic
Behavioral: CLSI, MI, CR
Behavioral: CLSI - Unknown
|Study Type:
|Study Design:
|Allocation: Randomized
Endpoint Classification: Efficacy Study
Intervention Model: Parallel Assignment
Masking: Single Blind (Subject)
Primary Purpose: Basic Science
|Official Title:
|Instructional Design Strategies to Support Adult Patients/Students (Civilian & Military) With Traumatic Brain Injury (TBI).
Resource links provided by NLM:
MedlinePlus related topics: Rehabilitation Traumatic Brain InjuryU.S. FDA Resources
Further study details as provided by Center for Vision Development, New Market, Maryland:
Primary Outcome Measures:
- Learning Effectiveness [ Time Frame: 3 Months ] [ Designated as safety issue: No ]This study will explore the use of a cognitive rehabilitation approach as suggested by Gardner's Multiple Intelligences for its potential application to online course design for brain injured patients/students. It involves designing instruction for a science unit based on four of Canfield's learning styles.
|Estimated Enrollment:
|Study Start Date:
|May 2011
|Estimated Study Completion Date:
|December 2013
|Estimated Primary Completion Date:
|February 2013 (Final data collection date for primary outcome measure)
|Assigned Interventions
Experimental: CLSI - Known
Participants will be assigned to a specific learning group via the Canfield Learning Style Inventory (CLSI).
Behavioral: CLSI, MI, CR
(CLSI) Canfield Learning Styles Inventory (MI) Multiple Intelligences (CR) Cognitive Rehabilitation
Other Names:
Active Comparator: CLSI - Unknown
Participants will be assigned to a traditional learning group (Control).
Behavioral: CLSI - Unknown
(CLSI) Canfield Learning Styles Inventory (MI) Multiple Intelligences (CR) Cognitive Rehabilitation
Other Names:
Detailed Description:
The purpose of this study is to determine the learning outcome and effectiveness of instructional design strategy using Canfield's learning styles and Gardner's Multiple Intelligences to accommodate TBI-induced cognitive impairments in an online science learning environment.
|Ages Eligible for Study:
|18 Years to 50 Years
|Genders Eligible for Study:
|Accepts Healthy Volunteers:
Inclusion Criteria:
- People who have been diagnosed with Mild Traumatic Brain Injury (TBI).
- People who are able to understand and sign an informed consent form.
- People who have no other known neurological disorder (e.g. aphasia, stroke).
- All participants must be 18-50 years old.
- Be able to speak and understand English, and
- Have use of a computer (Mac or Windows) and internet (www) access.
Exclusion Criteria:
- Don't meet the inclusion Criteria
- Other known neurological disorder (e.g. aphasia, stroke).
Contacts and Locations
Please refer to this study by its ClinicalTrials.gov identifier: NCT01417468
|United States, Maryland
|Center for Vision Development - (Research is being conducted online)
|New Market, Maryland, United States, 21774-6279
Sponsors and Collaborators
Center for Vision Development, New Market, Maryland
|Principal Investigator:
|Mark C. Pettinato, M.S.
|Capella University
More Information
Additional Information:
No publications provided
Keywords provided by Center for Vision Development, New Market, Maryland:
Additional relevant MeSH terms:
ClinicalTrials.gov processed this record on April 17, 2014
Additional Information:
Penn State University, Learning Design Community Hub. (2010). The instructional design process.
No publications provided
|Responsible Party:
|Mark Pettinato, Principal Investigator, Center for Vision Development, New Market, Maryland
|ClinicalTrials.gov Identifier:
|NCT01417468 History of Changes
|Other Study ID Numbers:
|Study First Received:
|August 13, 2011
|Last Updated:
|December 15, 2012
|Health Authority:
|United States: Institutional Review Board
Keywords provided by Center for Vision Development, New Market, Maryland:
Cognitive Rehabilitation
Learning Styles
Learning Modes
Learning Modalities
Multiple Intelligences
Educational Intervention
Instructional Design
Additional relevant MeSH terms:
Brain Injuries
Brain Injury, Chronic
Wounds and Injuries
Brain Diseases
Central Nervous System Diseases
Nervous System Diseases
Craniocerebral Trauma
Trauma, Nervous System
Brain Damage, Chronic
ClinicalTrials.gov processed this record on April 17, 2014


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TurnKey OTRS Appliance is a server appliance for OTRS, a trouble ticket system with many features for managing customer telephone calls and e-mails. The system is built to allow your support, sales, pre-sales, billing, internal IT, helpdesk, and other departments to react quickly to inbound inquiries. It is designed to be easy to use and easy to maintain. Security patches are automatically installed. It provides a Web management interface, configuration console, and an AJAX Web shell. To minimize footprint the appliance is built from the ground up with the minimum required components. It runs everywhere thanks to multiple build formats, including an installable live CD, a VMDK with OVF support, and an Amazon EC2 AMI.
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Three bridges closed in Worcestershire after weather causes flooding (From Bromsgrove Advertiser)
Get involved! Send your photos, video, news & views by texting BA NEWS to 80360 or e-mail us
Eckington Bridge and two other bridges closed in Pershore and Evesham
10:02am Tuesday 24th December 2013 in News By Gema Bate
THREE bridges and a flood gate have been closed as flooding hit Worcestershire during the night.
Eckington Bridge, in Eckington, Jubilee Bridge, in Fladbury, both near Pershore, and the bridge over River Isbourne, in Hinton on the Green, near Evesham, have been closed as they are impassable with water.
New Street in Upton-upon-Severn has also closed its flood gates to reduce the damage from floods.
Around 20 to 30mm of rain fell throughout yesterday and the night and has led to a flood warning for the River Avon at Pershore and Wick and flood alerts for the River Isbourne, Badsey Brook, Honeybourne Brook, Bretforton Brook, Littleton Brooke, the River Severn and Lower Teme.
Two Ledbury roads were also hit with flooding with motorists being advised to approach the Gloucester Road with care and the A417, near junction 2 on the M50, being just passable and the Tenbury Road in Bromyard near the rugby club was also just passable.
Neigh Lane at Mill Bank, near Fladbury, Pershore, was also flooded.
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Program Guidelines
Program Summary
The Minnesota Twins Community Fund's Tournament Grant program will distribute grants of $100 - $1,000 to assist youth baseball and softball organizations administer national, regional, or statewide tournaments. Grant funds should be used to reduce the operating expenses of the tournament.
The Twins Community Fund and its grant programs are supported in part by corporate partners Target, Treasure Island, Delta, Best Buy, and US Bank.
The Tournament Grant program will be administered by Minnesota Twins Community Fund staff who review all requests, pay grants, work closely with grantee organizations to ensure tournament success, and maintain program records.
The program is open to any Upper Midwest non-profit organization or local government unit wishing to host/organize a tournament on a national, regional (multi-state) or statewide level. Two to five grants will also be available to organizations in Southwest Florida, home of the Twins Spring Training facility and the Fort Myers Miracle, the Twins Class A affiliate. Grants will not support tournaments operated as a for-profit fundraiser.
Applicants must have already received confirmations from a majority of participating teams. Tournaments should take place within six months of receiving the grant.
Application Process/Schedule
Organizations must complete an application and submit other required documents. Application due dates are as follows:
Application due dates are as follows:
|Application Due Date
|Grant Determination/Notification
|March 14, 2014
|April 30,2014
|May 23, 2014
|June 30, 2014
Other Requirements
Organizations receiving grants must:
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Questions about the Tournament Grant Program should be directed to:Stephanie Johnson


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Devil's Gate
Clive Cussler - Author
Graham Brown - Author
ePub eBook | $9.99 | add to cart | view cart
ISBN 9781101545928 | 512 pages | 14 Nov 2011 | Berkley | 18 - AND UP
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Summary of Devil's Gate Summary of Devil's Gate Reviews for Devil's Gate An Excerpt from Devil's Gate
The "action-packed" (Publishers Weekly) new novel in the New York Times bestselling Kurt Austin Adventures…
A Japanese cargo ship bursts into flames near the Azores, and a gang of pirates speeds to take advantage of the disaster—but their boat explodes. What on earth is happening? Is it connected to the kidnapping of a top scientist from the streets of Geneva? Or the discovery of an extraordinary underwater graveyard of ships and planes littered across the seafloor?
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The penalty for refusal? The destruction of the world's greatest cities. Starting with Washington, D.C....
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What an amazing whirlwind of an April this has been. When are we? Where are we?? After the poolside keggers and old friends in San Diego, amazing warmth and enthusiasm of Green Art People in Ventura, happily drunken collegiates of San Luis Obispo and weekend of photoshoots with our amazing sponsors Warrior Within, wacky campsite jams and easy cheese nipple towers at Lucidity Festival, it feels like April was one big party! The only downside of the month has been the fall of our good ol T3 Korg keyboard, who died tragically rescuing his family from the wreckage of...
Apr 19th, 2014Read More
What an honor and an adventure it was touring with ALO! We had an incredible time and we'll sure be missin those dudes from here on out! Up next for us, a couple shows in San Diego, Ventura and SLO, then roundin it all out in the hills above Santa Barbara for Lucidity Festival! Be sure to come check out the Alive Stage where the music is formed by real humans instead of robots. Not that we have anything against robot music. Regardless, we'll be playing on Friday! And for those of you who might not have a ticket yet, if you swing us a message, we'll hand you a...
Mar 14th, 2014Read More
We are extremely excited to announce that we'll be opening for ALO on their upcoming Tour D'Amour! Hittin up Harlow's, Rendez Vous, Crystal Bay Casino, The Troubadour, & The Fillmore! The only place (ironically) that we won't be playing with them is our much loved SoHO in Santa Barbara. We can't wait to play with these guys, it's going to be such a blast! We will also be opening for The Brothers Comatose and The California Honeydrops in Santa Cruz at The Catalyst on Feb. 21, so be sure not to miss that one, you Santa Cruzians, you. ;)
Jan 30th, 2014Read More


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It doesn't always make sense to do a heart scan to measure how much plaque has built up in a patient's coronary arteries before prescribing statins, UCSF research shows.
Latest News
March 12, 2014
March 11, 2014
Laura van 't Veer, PhD, was honored this week as one of the top female scientific innovators in Europe, winning one of the 2014 European Union Prizes for Women Innovators.
March 07, 2014
In its fourth year of supporting early translational research, the Catalyst Awards program wrapped up its Fall 2013 cycle with nine finalists presenting their research ideas to industry and academic experts in research, product development and commercialization.
January 21, 2014
Clay Johnston, MD, PhD, a physician-scientist and director of the Clinical and Translational Science Institute, is leaving UCSF at the end of February to become the inaugural dean of the Dell School of Medicine at The University of Texas at Austin.
October 14, 2013
Through support from the Catalyst Awards, UCSF researcher Aditi Bhargava is working to develop a method for delivering small-molecules to a specific target group of cells for treatment of pain.
October 14, 2013
A UCSF opthamologist and bioengineer are collaborating to develop a tiny, flexible, implantable film that's able to deliver conventional medicines and also complex antibody-based drugs to treat eye diseases.
October 14, 2013
A team of UCSF researchers developing cell-based therapies for acute respiratory distress syndrome benefited from advisors who helped identify gaps in their development plan.
October 14, 2013
Teams of scientists at UCSF are collaborating to build upon existing imaging techniques and find new ways to monitor diseases using creative applications of emerging technologies.
September 27, 2013
A consortium of the five University of California medical campuses, including UCSF, has been awarded a $12 million grant and designated by the National Institutes of Health as one of three Centers for Accelerated Innovations by the National Heart, Lung and Blood Institute.
March 21, 2013
An innovative project to develop a potential therapy to treat a wide range of cancers has won a major UC San Francisco award that aims to drive promising early-stage research through the complex process of translating ideas into patient benefit.


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Senior police officer Mumtaz Khan said 23 people were also wounded in the attack at the shrine of Kaka Sahib in the town of Nowshehra. Hundreds of devotees were present there at the time, and the dead and injured had been transported to a hospital.
There was no claim of responsibility but Pakistani militants such as the Taliban have been blamed for previous such attacks.
The militants follow a strict version of Islam and they claim visiting shrines is not allowed.
Nowshehra lies 50 kilometers (30 miles) east of Peshawar, the capital of Khyber Pakhtunkhwa province that borders Afghanistan. It is also believed to a hiding place for Taliban insurgents, who often target security forces and government officials to force Islamabad to stop backing Washington in the war against terrorism.


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"The Nutcracker is a tradition for a lot people, a lot of families," said Lesa Dusich, the executive and artistic director of the Reno Dance Company. "If you see a ballet, it usually is the Nutcracker."
The Nugget's Nutcracker performance is the last stop on the dance company's winter tour. This season's Nutcracker performances began touring around northern Nevada Nov. 22. With each tour stop, Dusich auditioned local children for some of the minor dancing roles and taught them the dance routines over the course of a week before holding the performance. This year marks the company's 12th year performing Pyotr Tchaikovsky's masterpiece and its fifth year at the Nugget.
Dusich first introduced her dance students to the Nutcracker as an introduction to ballet.
"I had some kids who didn't have a good attitude about ballet," she said. "I thought they would appreciate it if they danced in the Nutcracker. And that idea worked."
There are approximately 140 dancers in the show, with 20 company members dancing in the lead roles. Dusich prides herself that her company members have a local background and received most of their training while studying at the Reno Dance Company.
"Our Nutcracker is faster-paced than most," Dusich said. "Some Nutcrackers' don't connect all the pieces of the performance. Ours has that clear connection. I had a woman tell me that she has watched the Nutcracker for 10 years and after watching our show, she finally understands it for the first time."
Dusich also makes changes to the show each year, adding variety and different twists to the classic tale.
"Last year, I added the Snow King to accompany the Snow Queen," said Dusich, "I'm always doing something new, something different. Some companies do the same thing every year. It gets boring. I believe that if you do the performance well, it will bring people back. So, that's why I like to make changes."
With their move to their new Sparks location, the Reno Dance Company had more kids from Sparks audition for roles in the Christmas ballet.
Adrienne Coats, a sophomore at Spanish Springs High School, dances as Clara, the lead role in the ballet. This performance marks her sixth year dancing in the Nutcracker.
"I started dancing when I was eight," said Coats, who began taking ballet lessons after her mother found a flyer about auditioning for the Nutcracker. She has played multiple roles in the performance, from a candy cane to a snow flake. This year is her first time playing the lead.
"I practice every day and am trying to show emotion on stage like a real actor. I just want to make sure that I have pretty feet and straight legs."
Brit Burns plays Clara's prince. He has been dancing with the Reno Dance Company for the last eight years when Dusich's eldest daughter convinced him to join the troupe.
"They needed guys for shows," Burns laughed. "I was dragged here and been stuck here ever since."
Dusich is especially excited about all the masculine talent her show has.
"I've danced in other shows around town and seen what is out there," said Dusich. "Our ballet is edgy. There are as many men as women in our production with lots of lifting. We have a great male presence which is unusual."
Dusich rents backdrops for the Nutcracker tour. Her touring budget alone was an estimated $75,000. Many of the costumes, including most of the dancer's tutus, were handmade.
"I have some moms that do some sewing," said Dusich. "Sometimes, we reuse a costume but since we're always changing, we're changing costumes this year. I spent about $10,000 on costumes this year, which can be tough on a non-profit sometimes. But the Nutcracker is our biggest show of the year and is worth all of that time and effort."
The dancers involved are excited to put on the Nutcracker for both ballet fans and those who have never seen the spectacle before.
"The show is magical and special," said Coats. "Everyone should see it."
For more information about Reno Dance Company and the Nutcracker performances, visit www.renodancecompany.com and www.janugget.com/entertainment/the-nutcracker.asp.


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I don't know if this is the right board, but I noticed one or two members had posted a lot of spam in almost every single board, including this one. Could someone please remove them? I'm getting tired of seeing posts claiming sales and deals on shoes and designer things with 4 or 5 posts per board.
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A team source tells FOX 29 the Philadelphia Eagles interviewed Notre Dame head coach Brian Kelly.
According to numerous reports, the Eagles interviewed Kelly Tuesday before he left the country for vacation.
The 51-year-old took the Irish to this year's NCAA title game, but he has no previous NFL experience.
The Eagles are in search of a new coach after the team fired former head coach Andy Reid.


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Oooh, shiny!
1 year ago in reply to Day 4: Win an ASUS Transformer Infinity Pad TF700 + Dock
Oooh, shiny!
1 year ago in reply to Day 4: Win an ASUS Transformer Infinity Pad TF700 + Dock
I'd love a Nexus 7 to tinker with custom AOSP builds and because the iPad mini reviews have really solidified my stance on the "walled...
1 year ago in reply to Giveaway: Leave a comment and win an ASUS Nexus 7 to play Zombie Driver THD
Now if only someone would do something about the obvious collusion of the major telcos on this continent (North America). *holds breath*
2 years ago in reply to Major Korean manufacturers and carriers fined $40 million for illegal price rigging and fraud
According to the ITU, one of the requirements for throughput is: "Peak data rates of up to approximately 100 Mbit/s for high mobility...
2 years ago in reply to Will the real "largest 4G network" please stand up?
4.7-inch display... deal breaker, I thought the Nexus One was comfortable at 3.7 inches, 4 inches was perfect, 4.3, pushing it, but 4.7?...
2 years ago in reply to HTC's flagship Android phone to be called One X, Ville to be called One S [updated]


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In den Medien
Columbia Pictures' The Amazing Spider-Man™ Boasts Strong Box Office Results In IMAX® 3D Theatres
By IMAX auf Juli 09, 2012
IMAX Corporation (NYSE: IMAX; TSX:IMX) and Columbia Pictures today announced that The Amazing Spider-Man™ generated approximately $24 million in 444 IMAX® theatres worldwide since the film's global release on June 27. Domestically, the film grossed approximately $14.3 million in 307 IMAX theatres since its debut on July 3. Internationally, the film has grossed approximately $10 million in 137 IMAX theatres since its launch on June 27, when 76 IMAX theatres began showing the film. "We were pleased to be part of the re-imagination of this franchise, which resonated particularly well with IMAX fans," said Greg Foster, Chairman and President, IMAX Filmed... Lesen Sie mehr
IMAX CEO Richard Gelfond and EMEA President Andrew Cripps talk to Wendy Mitchell about their blockbuster summer
By Wendy Mitchell auf Juni 29, 2012
IMAX CEO Richard Gelfond and new EMEA president Andrew Cripps talk to Wendy Mitchell about their blockbuster summer ahead and the international territories that could see the most growth. It is good to have fans in high places. IMAX heads into its biggest summer in history helped in part by Christopher Nolan shooting more than an hour of The Dark Knight Rises in the IMAX format. "Chris is unto himself the lead fanboy for the IMAX network," IMAX CEO Richard Gelfond says. "He is so driven by quality and presentation. He's said it allows the audience to see his vision the way he wants it to be shown." A newer fan of IMAX is Bond,... Lesen Sie mehr
Amazing Spider-Man 12:01 IMAX Giveaway
By IMAX auf Juni 26, 2012
All who attend the IMAX 3D midnight show of The Amazing Spider-Man on July 3rd (the evening of July 2nd) will receive a limited edition IMAX print from Mondo exclusive to the 12:01 show! Find a list of participating theatres below and get your tickets here. Alberta Lesen Sie mehr
Francis Lawrence Plans Some IMAX for "Hunger Games: Catching Fire"
By Ethan Anderton auf Juni 13, 2012
Following in the footsteps of Christopher Nolan and Brad Bird, director Francis Lawrence is planning to utilize the big big screen for the anticipated sequel The Hunger Games: Catching Fire. THR reports Lawrence will use IMAX cameras to shoot some scenes in the second installment of the film franchise based on the bestselling young adult novels by Suzanne Collins. After the film made an impressive but limited IMAX run in March, and a return in April, it's no surprise Lionsgate wants to take full advantage this time, and shooting in the large format is a way to guarantee people see it in IMAX and get their money's worth.
Canada's Empire Theaters Takes IMAX Screens to Alberta, Ontario Multiplexes
By Etan Vlessing auf Juni 12, 2012
The Nova Scotia-based Canadian cinema chain has acquired two more large format theaters from Imax, the first to open in Kingston, Ontario, in December 2012 and the second in Edmonton, Alberta, in May 2013. The latest deal brings the number of Imax screens scheduled to open in the Empire Theaters circuit to seven, and the number of giant screen theaters to open in Canada to 34. Read more on TheHollywoodReporter.com Lesen Sie mehr


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Last year, on the eve of the fifth anniversary of the mobile revolution, Flurry issued its five-year report on the mobile industry. In that report we analyzed time-spent on mobile devices by the average US consumer. We have run the same analysis, using data collected between January and March of 2014, and found some interesting shifts that we are sharing in this report.
Time spent on a mobile device by the average US consumer has risen to 2 hrs and 42 minutes per day from 2 hrs and 38 minutes per day in March of 2013. Apps continued to cement their lead, and commanded 86% of the average US mobile consumer's time, or 2 hrs and 19 minutes per day. Time spent on the mobile web continued to decline and averaged just 14% of the US mobile consumer's time, or 22 minutes per day. The data tells a clear story that apps, which were considered a mere fad a few years ago, are completely dominating mobile, and the browser has become a single application swimming in a sea of apps.
The chart below takes a closer look at app categories. Comparing them to last year, gaming apps maintained their leadership position at 32% of time spent. Social and messaging applications, including Facebook, increased share from 24% to 28%. Entertainement (including YouTube) and Utility applications maintained their positions at 8% each, while productivity apps saw their share double from 2% to 4% of the overall time spent.
Coming back to the overall time-spent on mobile, the average US consumer spent an additional 4 minutes/day on a mobile device compared to last year. That is just a 2.5% year-over-year increase. Time spent in apps was 2 hours and 19 minutes this year compared to 2 hours and 7 minutes last year. That is an increase of 12 minutes per day or 9.5%. This is a modest increase in time spent, yet not as spectacular as the five previous years.
While examining the chart above, it is hard to ignore the time-spent on Facebook. As in the previous year, we placed Facebook (including Instagram) in its own category, albeit in the social segment. In terms of time spent, Facebook still has the lion's share of time spent in the US. While the social segment grew, driven mainly by messaging applications, Facebook was able to maintain its position with the help of Instagram. That position will be even more cemented, if not increased, by the reach and time-spent inside WhatsApp. This has given Facebook a great degree of confidence on mobile allowing it to start focusing on the next platform. The following statement from Mark Zuckerberg's post on the Oculus acquisition was very revealing: "We have a lot more to do on mobile, but at this point we feel we're in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences".
In this year's analysis, we have added YouTube as its own segment, albeit in the entertainment category. On its own, YouTube is a whopping 50% of the entertainment category. Google has many other widely adopted apps, such as maps, but we kept those in their respective categories.
Both Google and Facebook have very well established franchises on mobile, but the market is still very fragmented. In fact, Google and Facebook combined probably command less than 25% of the total time spent by the average US mobile consumer. In addition the top ten franchises, according to ComScore, account for less than 40% of the time-spent. So despite massive efforts by Google and Facebook, the market still hasn't consolidated and over the past couple of years we have seen new franchises emerge in almost every sector of mobile. Apps like Pinterest, Snapchat, WhatsApp (acquired by Facebook), Waze (Acquired by Google), Spotify and many more received wide adoption and commanded a percent or two of the time spent. In short, six years into the mobile revolution, there are numerous opportunities for new franchises to emerge in almost every segment of the mobile economy.
There is an old saying in the world of advertising: "time-spent is the timeless currency". It means that advertising revenue distribution follows time-spent distributions. As an example, if an app commands 17% of time spent, it should command 17% of the ad revenues for that channel. This is exactly the position Facebook is in right now and this is reflected in the chart below.
According to eMarketer, at the end of 2013, Facebook earned 17.5% of the overall mobile advertising revenues. That is in-line with their share of the time-spent. On the flip side, Google, according to eMarketer, earned 49.3% of the overall mobile advertising revenues, much more than its fair share of time-spent. (For the time-spent analysis, we accounted for YouTube and all the time spent in browsers where Google monetizes search and display.)
There are other display networks and other search monetization players out there, but if we combined mobile search and display ads on the mobile web, Google probably has a high market share in terms of ad revenues. The rest of the apps, including gaming apps, are simply not getting their fair share of advertising spent. The "other" apps command 65.3% of time spent but only receive 32% of ad revenues. This represents a massive opportunity for applications, including gaming apps, to monetize through advertising. eMarketer also projects that the mobile ad market will grow 75% this year, making the opportunity even bigger. In fact, analysts predict that in-app ad revenues will surpass web display ads in 2017.
It is still too early to predict the trajectory apps will take in 2014. But one thing is clear - apps have won and the mobile browser is taking a back seat. Now every company in the world including Google is adjusting to that reality.
Hear more Flurry insights at Source14, our one day mobile summit happening April 22 in San Francisco. Register today.
While established mobile platforms like Facebook and Google are already thinking about the post-mobile world, with bets on fire alarms, robots and virtual reality, the whole world is still adjusting to the post-PC world, where mobile rules. The dominant PC platform, Microsoft is still playing catch-up on mobile and its newly appointed CEO is expected to announce the long rumored Office suite for the iPad tomorrow.
Mobile devices have quickly proliferated and their shipments have eclipsed those of PCs, but they haven't made a big dent in the productivity market to date. Time-spent on these devices is still concentrated in games, social networking, messaging and entertainment. But, it appears that this about to change and Microsoft's announcement of Office for iPad couldn't be more timely. In fact, it can define Microsoft and its newly appointed CEO's tenure in the post-PC world. In a new analysis we conducted between the months of January and March 2014 we found that the average US consumer spends 119% more time in productivity apps than they did over the same period a year ago. This includes time spent in apps on iOS and Android devices, both tablets and phones. This growth rate eclipsed all other categories including Messaging, Games and News.
The actual numbers are still relatively low as the average US consumer spent 5½ minutes per day in productivity apps. This compares to 2½ minutes per day in March of 2013. This takes into consideration the relatively low penetration of productivity apps in general. In fact, an analysis of 7,800 productivity apps on the Flurry platform shows a total reach of 32 million US mobile users. But the year-over-year growth rate is still significant and indicates a shift in consumer behavior. Applications such as Evernote and Dropbox are gaining traction and new emerging apps such as Quip, Slack and Acompli are ushering a new era of mobile-first productivity applications. Continued innovation and growth in this category will accelerate the adoption of productivity apps on tablets and phones, and spell further doom for the PC industry.
Analysts are still divided on whether Office for iPad will fuel this industry and make Microsoft relevant in the post-PC world, or will simply be a product from another era, brought to mobile without much impact. The rumor of the announcement gave Microsoft a nice 4% boost in market cap, but the world is watching what Microsoft's new CEO will say more than what the product will do. One thing we know is right: timing. Productivity apps are gaining tremendous traction on mobile devices and Microsoft's products can simply be the second-stage booster for this industry. It will be fun (and productive) to see what happens the next few months.
In the past 18 months, Android has emerged as a major gaming platform. Yesterday at GDC in San Francisco, we unveiled that over 70% of all Android devices engage in at least one gaming app per month. On the Flurry platform alone we see over 525 million worldwide Android devices actively engaged in mobile gaming each month. But the perception is that iOS is the more mature ecosystem and that Android is still sorting itself out, especially around business models. As we have done with the iOS platform, today we unveil the retention matrix for Android, which we hope is a helpful reference and guide for developers.
Let's take a look at the retention matrix for 1,382 of the top gaming apps for Android. On the X-axis is 30-day Static Retention, as defined as the percentage of new users who opened the app 30 days after install (this is not to be confused with Flurry's Rolling Retention, which looks at the percentage of new users who open the app 30 days or later after the install). On the Y-axis is the average sessions per week for that genre. The genres plotted on the chart have been manually curated by Flurry and reflect the game mechanic of the apps.
Quadrant I houses those evergreen genres that are most likely to keep their users highly engaged for long periods of time, and are typically dominated by advertising. These easy-to-play, repeatable games have strong staying power, as evidenced by their high retention. According to Flurry data, good ol' Solitaire is the game that never gets old, with the highest retention of any genre at 50%. Not surprisingly, Social Turn-Based games have the highest session frequency and high retention given their social nature. Successful apps in this genre have built in appointment mechanics, requirements that a player return to the game in a certain time period to gain a reward, which are critical to get those high frequency and return metrics. Genres in Quadrant I are particularly amenable to ads as they have the potential to generate a very high impression count over time given their high frequency and retention rates. It's not uncommon to see advertising generate 90% of these games' revenue.
At these retention levels, re-engagement marketing becomes compelling, as there is opportunity to recapture users who are likely to stick around for another long spell. Since we know the peak usage for the average game only lasts two months, re-engagement is very important for these titles. Evergreen genres are also great games to use as a platform for promoting your other, higher ARPU (average revenue per user) titles.
Games in quadrant II have high frequency but lower retention rates. In other words, they're used often but for limited time periods. This implies that those users who do stick around will be highly engaged. To maximize revenue in genres like management/simulation, slots, and strategy, tip the balance towards IAPs, as these players are willing to pay good money for content and capabilities. But don't ignore the significant percentage of players who won't pay. Use rewarded video ads to get the non-payers to engage more with the game by letting them earn the currency they value.
In these genres, take advantage of this intense play with offers and new content early and often (and at times of key emotional investment). Content releases need to be complete, submitted, and ready near initial push of the game, as players won't stick around for improvements.
Genres in Quadrant III have relatively low retention and frequency. These genres have the pickiest audiences, but those that stay…pay. Like Quadrant II, focus on IAP and use video ad opportunities to monetize those users who don't pay but want to continue playing. Well-spaced interstitials that are not too disruptive are another good choice for these genres. Developers should look to maximize revenue early in the lifecycle of game.
For these low-retention genres, it can be difficult to find right kind of user. What are known to be the highest ARPDAU (average revenue per daily active user) categories (Card-Battle and Strategy) have low "loyalty" – this is in part due to heavy marketing despite only a niche audience being interested in the genre. It's worth the broad marketing for some of these games because when they do find a good user it is highly valuable. That said, targeting by age, gender, and persona can improve efficiency.
Quadrant IV, like Quadrant I, houses genres with extremely high retention, but relatively lower frequency. Match 3/Bubble shooter and Endless Runner genres are on the border here. We say "relatively" lower frequency as these games are still played at least once a day on average. Monetization strategy tips slightly more towards advertising given the high number of impressions generated over time. Of course, if you've got a hit like Candy Crush, the game can monetize quite nicely through IAP.
The first step in monetizing any app is acquiring new users. To understand whom to target, we next looked at the age and gender distribution of our game genres. On the X-axis is the average percentage of MAU that is female and the Y-axis is average age of MAU in the genre.
Not surprisingly, Android skews male and younger. Most Android genres appeal to males under 35, suggesting there's an opportunity for an Android game that appeals to older males. Solitaire and Slots are the only genres that have a firm middle-aged audience, with Solitaire skewing more female.
Games that monetize through IAP, such as Card/Battle, Strategy, and Action/RPG titles, are more appealing to men. Genres more appealing to women- Solitaire, Brain/Quiz- are those that are more amenable to monetizing through advertising. Of course, there are always exceptions and hit titles generally figure out how to make both men and women pay.
There's a player for every Android game. And for every game there's the perfect mix of IAP and advertising to make it a successful business. If the game has the potential to generate high levels of impressions- either through high frequency, retention, or both- consider some form of advertising. If the game appeals to the few, the proud, the payers- focus on IAPs. Whatever the monetization strategy, target your acquisition efforts to find the right player.
In August of 2013 Google suffered a rare two minute outage. During that infamous two minutes 40% of the web went dark. Forty percent! This event was a clear reminder of the ultimate control Google has over the web and web traffic.
Since the early days of the web, control of discovery and web traffic has been the focus of many. In the mid- to late-nineties, such control was in the hands of ISPs such as AOL and Earthlink. In the late nineties, the control shifted to portals with Yahoo and its MyYahoo service in the lead position. (I recall a conversation in 2000 with a former colleague of mine asking for an introduction to the MyYahoo team: "If you are not on MyYahoo, you simply don't exist. It costs too much to promote your site.") In the early to mid 2000s, Google dis-intermediated Yahoo and stole that position with Search and AdWords. Google has since reigned supreme over web discovery, organic and paid traffic acquisition. An entire industry has been built around SEO and SEM and both of these acronyms have become synonymous with the name Google.
Then came mobile and its apps. In just over five years since the launch of the Apple AppStore, apps have taken the mobile industry by storm. Today, 86% of time spent on mobile devices is spent inside applications, with just 14% left for the mobile web. App discovery has been a major challenge over the past five years. That led to the fast rise of the paid App Install market. In fact, Marketers are expected to spend over $2.4 billion USD in the US alone to get their apps noticed.
Discovering relevant content and services within apps has also been a big challenge. Consumers want such a service. As an example, if a consumer is searching for a flight to Las Vegas, in an ideal scenario the phone or discovery service would launch whatever flight booking app is installed on the phone and send the consumer directly to the reservations page. But apps (alongside the content and services in them) can't be crawled. They are not just about index and links, and hence are hard to "page rank." As a result it is difficult for a search engine to discover apps and offer consumers an entry point.
Consumer behavior on mobile is very different than the desktop web. The de-facto behavior on the web is to launch the browser to google.com, type a sentence and be re-directed to content. The de-facto behavior in mobile is to launch an app (previously installed on the device) and enjoy the comprehensive experience offered within it. You are rarely, if ever, linked out to a mobile webpage from an app or sent to another app. Each experience is essentially an island unto itself, completely reliant on the consumer to come ashore.
The industry and some major mobile players are looking to solve this problem and the battle is raging for the "gateway" for mobile apps, content and services. In short, the Google position for mobile is up for grabs and billions of dollars are at stake.
At Flurry, we are in the middle of that battle and have built solutions to help apps get discovered and acquire traffic. We watch the space very carefully. We have seen a lot of companies, large and small, try to solve this problem: Apple with Siri, Google with Search and Google Now, Facebook with App Install and App Conversion Ads, and myriad others. But recently we have been most intrigued by Android Personalization apps, also called Launchers, especially after the creation of Facebook's Home and Yahoo's acquisition of Aviate. So we have taken a closer look at this category and the chart below shows the very fast adoption and usage of these personalization apps on Android.
The majority of these apps offer a personalized homepage for Android, and do some form of app discovery and app launch.
There are over 4,500 apps in this category on the Flurry platform and the data shown represents the aggregate usage of these apps. It shows the number of app sessions recorded by Flurry in apps in the Android Personalization category, by quarter, since the beginning of 2012. The growth in that category is astonishing. In fact, Q1 2014 (and the quarter is not over yet) usage is higher than all of 2013. While the cumulative reach of these apps is still relatively small (30 million monthly users in the US), the usage growth is eye catching.
This data set is telling us something. In fact, this data set is telling us something big. It is telling us that consumers are eagerly waiting for an innovative service that help them discover apps, content, and services around them in a personalized way. While the numbers are still small, the fast adoption of these apps can't be ignored. The battle for the mobile homescreen has begun. The battle for the "Google position of mobile" has entered a new phase, and it is "must-win" battle for many.
Developers devote a lot of attention to the time immediately after an app is launched. How quickly is it growing? Will it go viral? How is it ranking in app stores? While that launch period is critical, managing apps well throughout their entire lifecycle means also paying special attention to what happens after an app peaks. Does it decline precipitously or manage to hold much of its audience for a long time?
We explore the post peak phase of the lifecycle of mobile apps using the concept of a half-life, which for purposes of this analysis we define as the point at which an app's monthly users (MAU) have declined to 50% of their lifetime peak.
We start by looking at the overall rate of decay for 26,176 apps that peaked in the first half of 2011, 2012, and 2013. (That allows enough time for decay even for apps peaking in 2013 and also controls for the time of year in which the app peaked.) The chart below shows what proportion of apps were at what percentage of their peak MAU in each of the first ten months after they peaked. Apps in the gray band fell below 25% of their peak MAU by the month indicated, apps in the orange band had fallen below 50% but were still above 25%, apps in the green band were below 75% but above 50%, and apps in the blue band were above 75% of their peak MAU in the month shown in the horizontal axis.
As shown in the chart, decay is fairly rapid in the first few months post peak. A quarter of apps fall below half of their peak MAU the month after peaking (see the top of the orange band in the chart). That percentage grows to 43% in the second month post peak. In the third month post peak, just over half (52%) of apps fall below half of their peak MAU. The fourth month post peak is a critical benchmark: From this point on, MAU decay continues, but at a much slower rate (note the flattening of the color bands after the 4th month).
The overall pattern of app user decay has been remarkably stable over the past three years, but there is variation based on app category, size, and operating system. The table below shows median app half-life for apps within each grouping. This corresponds to the month in which the top of the orange band and the bottom of the green band intersect at the 50% line in the previous chart.
The biggest influence on the rate of app decay is category. Apps in utilitarian categories such as news and health decay at a much slower rate than apps in the more trend-driven games and social categories.
On average, apps that peak at 10,000 MAU or more enjoy a half-life that is two months longer than apps that don't reach that level.
iOS apps typically reach their half-life a month later than Android apps.
Many developers give a lot of thought to how to grow their apps, but we suspect fewer devote the same attention to managing their app's decline. In some ways, this is analogous to people looking after their health as they age. The right habits can prolong longevity. In the case of apps, that means paying close attention to user retention and re-engagement – particularly as MAU growth begins to plateau and decline.
Those first few months post peak are key since the rate of decay levels off after about four months. More than half (56%) of apps that manage to hold more than half of their peak users for the first four months after they peak are still holding on to more than half of them ten months post peak. That could have a sizeable revenue impact. For example, consider an app that peaks at 100,000 monthly average users and has average revenue per user per month of $2.50. Holding at least half of those users through month four means the app has a 56% chance of holding them for another six months and that translates into revenue of $750,000 (100,000 users* half of them remaining *$2.50 per user per month * 6 months).
Just as actuarial tables help insurance companies anticipate costs, understanding typical app decay patterns can help developers and those who fund them anticipate app revenue streams. For example, assuming similar development costs and average revenue per user per month, a game app would need to peak with many more active users than a news app to have the same profit potential since its life can be expected to be a lot shorter. And it pays to invest in growing MAU for any app to the highest peak possible since that is also likely to mean the app will enjoy a longer half-life.
In November 2013, Benedict Evans, a well-respected and widely followed analyst, shared an updated version of his famous slide deck called "Mobile is Eating the World". This deck quickly made the rounds on social media and was highly referenced by industry and financial analysts who cover mobile. We can't help but agree with Benedict's conclusion. For the past five years, we have watched mobile disrupt every industry, in every country, and continue to break its own records year after year. 2013 did not disappoint.
According to Flurry Analytics, overall app use in 2013 posted 115% year-over-year growth. (In this context, we define app use as a consumer launching an app and recording what Flurry defines as a session.)
Every single app category has shown growth over the last twelve months. In the chart below, we have focused on the categories of interest to most. Utilities and Productivity apps posted 150% growth in use year-over year, as smartphones and tablets became personal computers and productivity apps, such as Evernote and Quip, gained sophistication and adoption. Even Gaming, which was feared to reach saturation levels in 2013, posted 66% year-over-year growth in use.
However, the segment that showed the most dramatic growth in 2013 was Messaging (Social and Photo sharing included). The growth in that segment should not come as a surprise to many, given the attention that messaging apps such as WhatsApp, WeChat, KakaoTalk, LINE, Facebook Messenger and SnapChat have received in the press. What is surprising, however, is that the rate of growth (tripling usage year-over-year) dramatically outpaced other popular categories. This type of growth could explain the high valuation Facebook has allegedly put on SnapChat, or Facebook's rush to add direct messaging in Instagram, an app frequented by teens.
While some of these apps, such as Korea-owned and Japan-based LINE, are enjoying great revenue growth, there is still a debate about whether these apps are simply experiences or more of a platform. 2013 saw a few examples of these apps becoming more of the latter.
In March of 2013, and just three months after launching it game distribution platform, LINE announced that it had delivered over 100m downloads to its gaming partners.
Tencent's WeChat has conducted an experiment with China's emerging device manufacturer Xiaomi demonstrating WeChat's potential as an m-commerce player. In that experiment, Xiaomi launched a new smartphone to WeChat users. The result: 150,000 new smartphones sold in under 10 minutes through a messaging application.
Such examples, coupled with Facebook's own successful entry into the paid mobile app install market, have demonstrated the potential messaging and social applications have to become a mobile storefront for digital and physical goods.
It is these simple yet very promising anecdotes, coupled with an over 200% year-over-year growth, driving the frenzied land grab in the Communications market. 2014 will be a crucial year for these applications and will determine whether they will remain independent, but highly frequented applications, or become killer mobile platforms and distribution channels. TIME magazine has already placed its bets on the latter. At Flurry, we are fascinated by the growth, the retention rate, the reach and the frequency for this category. We see the potential for what it might become, but before declaring that mobile is all about messaging apps, we would like to see more of these marketing/commerce experiments a la Xiaomi/WeChat happen at scale and in many countries.
Another explosive growth year in mobile has passed. On December 31st, 2013 at 11:59 pm, Flurry Analytics tracked a record 4.7 Billion app sessions in a single day, for a total of 1.126 Trillion sessions for the whole year. Those are some very, very big numbers. One minute later the counter went back to zero. A new year has begun, and if the first few days of January are any indication, the mobile world is looking at another major growth year and yes Benedict (and Fred Wilson too), mobile is continuing to eat the world.
As we said in previous posts, connected devices have become part of our Christmas and Thanksgiving traditions. This marks a change from just a few years ago when smartphones and tablets represented exciting new additions to our lives that we couldn't wait to unwrap, activate, and start filling up with apps.
Flurry's data showed another record-breaking level of app downloads this Christmas, but it also provides further evidence that, in the early mobile markets at least, devices are evolving from being our new shiny toys to our everyday companions.
For this report, we looked across more than 400,000 apps that Flurry tracks globally to see what happened around the Christmas tree. We found that Christmas downloads were up by 91% compared to an average day in the first three weeks of December. That is a large increase, but as shown below, the size of the Christmas download spike is diminishing over time as the app market matures and globalizes.
2013 was the biggest Christmas yet for mobile app downloads. As the chart below shows, overall app downloads increased by 11% on Christmas 2013 compared to Christmas 2012. Over the same one year time span, there was a 25% increase in app downloads on an average December day. As the data illustrates, both the overall rate of year-on-year growth and the year-on-year Christmas growth have slowed considerably in the past year (from 97% and 90% respectively between 2011 and 2012).
The slowing growth rates and smaller Christmas Day app download spike signal market maturation. Many consumers in Western Europe and English-speaking countries -- large mobile markets where Christmas is a big holiday -- already have a smartphone and / or a tablet. Fewer people are coming online with mobile for the very first time. Consumers who are on second, third or fourth devices have apps that they like and trust, and while they still download new apps, there isn't much more impetus to do so on Christmas than any other day when they have a little downtime. New device activations do still spike on Christmas, but that spike is waning compared to years past, and it comes on top of a much larger installed base. That means that when new devices are loaded with apps, the overall impact on app download volume is not as big.
The biggest growth in mobile now is coming in countries where Christmas is a less significant holiday or not celebrated at all, so new device activations and app downloads come at different times of the year in those places. And because those high-growth areas are joining an already large global market, overall growth rates are less striking than when the mobile market was new.
To look at the types of apps that see the greatest increase in downloads at Christmas, we indexed the numbers by comparing Christmas to an average day in the first three weeks of December to eliminate inflation due to the continued growth of the overall connected device installed base.
After doing that, we see a similar phenomenon to what happened on Thanksgiving. Because our devices have become so intertwined with our lives, on a day like Christmas when most of us are relaxing, the apps we download reflect that. Games and social apps were downloaded on Christmas at twice the rate they were on a typical December day. The other categories that experienced the largest surge in Christmas downloads were media (photo, video, music) and lifestyle (sports, books, magazines, entertainment).
Maturation of the app market means that changes are in store for app developers. The gold rush days of huge jumps in the overall size of the connected device installed base on Christmas, followed by a dizzying rush of app downloads are fading. Of course, there will still be apps that tap into some vein of consumer interest or amusement and developers who strike it rich as a consequence. But overall, the successful developers in 2014 and beyond will be those who put in the hard work of identifying a target group of users, creating apps that work well for them, and continually refining and reinventing mobile experiences to profitably retain those users. We'll talk more about that in early 2014.
In less than a decade, connected devices have become an integral part of Christmas. They are commonly wished for and given as gifts, and Christmas is the biggest day of the year for new device activations. That tradition continued this Christmas, with device activations up by 63% compared to an average day in the first three weeks of December.
To identify what types of devices are most gifted, we compared new device activations on Christmas to the average for the first three weeks of December. This approach adjusts for the fact that the smartphone and tablet installed base is growing all the time, and therefore a large part of the difference between one Christmas and the next is a result of growth in the installed base rather than increased Christmas giving.
The chart below shows the smartphone and tablet manufacturers that experience the greatest increase in activations on Christmas compared to a typical December day. For the past three years, Amazon has been the brand of device that has experienced the largest bump in Christmas activations compared to its normal level of activations.
We believe price, business model, target market, and form factor all contribute to the big boost in Kindle activations at Christmas relative to other times of the year. Amazon sells Kindle tablets at cost, putting them within the Christmas budgets of more people than some other devices. The reason Amazon sells tablets at cost is that for them tablets are a channel for promoting physical goods and promoting and delivering digital content. That same retail business model means that Amazon is top of mind for many consumers during the holiday season, giving it lots of opportunity to promote its tablets as Christmas gifts. As we discussed prior to Christmas, Kindle's new Mayday button makes it a particularly good gift for mobile newbies, and Amazon's mass-market reach makes it available to those people. Last but not least, as we show subsequently, tablets in general, and WiFi tablets in particular, are the form factor that does best at Christmas, and many Kindles tick both of those boxes.
The combination of form factor and relatively low price probably also helps explain why Acer experiences a greater lift in Christmas activations than many other manufacturers, though the size of that bump is still only a fraction of what Amazon experiences.
In each of the past three years, Apple has experienced a larger Christmas lift than Samsung; however the gap between them narrowed this year compared to previous years. While the magnitude of the Christmas increase is smaller for these manufacturers than for Amazon, their baseline level of activations is so large that even a doubling of daily activations on Christmas (1.9x for Samsung and 2.3x for Apple this year, according to our data) represents a large number of devices.
Overall, while still significant, we can see that the size of the Christmas activation bump has declined over time for most manufacturers who ever had one. Even Amazon has dropped from forty-one times its baseline activations on Christmas 2011 to twenty-four on Christmas 2013. This is likely to be due to the increased overall penetration of smartphones and tablets, and is expected in a maturing industry. With more people having smartphones and tablets there are fewer new users to give them to, and giving to existing users is more challenging since existing users are already tied into carrier contract renewal cycles, app ecosystems, etc.
As shown below, in each of the past three years WiFi tablets have been the most gifted devices, with activations this year more than six times greater on Christmas Day than on an average day in the first three weeks of December. Smartphones are the least gifted connected device form factor with cellular-enabled tablets in between. We believe WiFi tablets are the preferred connected device gift since they work out of the box. Cellular-enabled tablets and smartphones require a data plan, creating an adult gift recipient version of children receiving toys with "batteries not included". WiFi tablets also tend to be among the least expensive connected devices, making them more accessible gifts for more people.
Yesterday CNET predicted that Amazon will come out with a smartphone in 2014. We agree. Three of the four factors that help boost Kindle sales at Christmas -- price, business model, and target market – also imply that it would make sense for Amazon to have a smartphone in its connected device portfolio. Whether it arrives by reindeer or drone, you may find one in your stocking next year.
According to IBM, two out of five online retail visits in the U.S. on Black Friday were made from mobile devices, directly generating more than 20% of online retail sales. On Thanksgiving Day, smartphones and tablets accounted for an even greater share of online retail visits and sales (43% of visits and 26% of sales). These results show the extent to which connected devices now influence retail sales, but Flurry's own Thanksgiving weekend data demonstrates that our relationships with our smartphones and tablets go well beyond picking up a Black Friday deal while picking at Thanksgiving leftovers.
App usage overall in the U.S. spiked by 25% on Thanksgiving compared to the previous Thursday, and not just as a result of shopping app use. The overall pattern of app usage over the Thanksgiving weekend demonstrates that smartphones and tablets have become the first truly personal computers, changing their function as we change our routines. To illustrate that point in this post, we take an in-depth look at U.S. app session starts from the day before Thanksgiving through to Cyber Monday. We compare Thanksgiving week to the week prior, and also compare those time periods for the two previous years. (By including the weekends prior to Thanksgiving for each year we can distinguish between overall growth in app usage and use that is unique to Thanksgiving weekend.)
The chart below provides a high-level view of how overall app usage has changed from year to year, and changes between the week prior to Thanksgiving and the week of Thanksgiving. The gaps between the green, blue, and gray pairs of lines illustrate the extent to which app usage in the United States has grown year over year, with baseline usage the week before Thanksgiving up by about two-thirds compared to the same time last year, and about triple what it was during November of 2011.
The darker line in each color pair shows Thanksgiving weekend for a particular year while the lighter version shows the prior weekend for that year. The gap between the lighter and the darker lines in a color pair shows the difference in app usage by day between Thanksgiving weekend and the prior weekend. For the past three years, that difference has been greatest on Thanksgiving Day, diminishing to return to normal by Cyber Monday. In 2011 and 2012, U.S. app usage spiked by 20% on Thanksgiving Day compared to the previous Thursday. This year the Thanksgiving spike grew to 25%.
Given mobile devices are so personal, it's no surprise that they tag along as we enjoy Thanksgiving weekend, but we wanted to understand the drivers behind the Thanksgiving spike in app usage. Is it just mobile shopping? Recipe apps aiding Thanksgiving cooks? Football fans checking stats from the couch? Social networking apps used to stay in touch with family far away? What accounts for the extra app sessions on Thanksgiving?
To find out, we compared app sessions by category for Thanksgiving weekend to the weekend before, focusing on the three days for which there is the biggest difference in overall app use.
The results are shown in the table below. The rows are app categories aggregated across operating systems. The columns show changes in app usage between Thanksgiving week and the same day the previous week for each category. Each cell shows that same comparison between Thanksgiving week and the previous week for the past three years.
For obvious reasons, shopping apps consistently spike over the Thanksgiving period. Interestingly the bump this year wasn't as large as the one last year; however that should not be interpreted to mean that enthusiasm for shopping apps is waning. On the contrary, between 2012 and 2013, overall use of shopping apps in the week before Thanksgiving grew by about 70%, so the 2013 Thanksgiving spike comes on top of a higher baseline usage level.
App categories beyond shopping that saw spikes in app usage during Thanksgiving week are fairly predictable. Media spiked on Thanksgiving Day in particular – most likely in part because it includes photo and video apps used to record family gatherings. It was also somewhat higher on Wednesday and Friday compared to the previous week.
More time for relaxation probably explains why game apps, which are always popular, enjoyed even more use over the Thanksgiving period than the week before.
What types of apps experience less use on Thanksgiving and the days immediately before and after than during the previous week? Mainly apps associated with things people take a break from over the Thanksgiving holiday: business and education, health, and news.
Travel apps also experience a decline in use Thanksgiving Day and the day after. That may seem counter-intuitive since Thanksgiving weekend is one of the busiest travel periods of the year; however it's important to remember that people tend to be traveling to familiar places and often staying with relatives or friends so are less likely to need apps for booking hotels and rental cars or finding their way around an unfamiliar city.
So shopping does contribute to the spike in app activity on Thanksgiving, but it's only part of the explanation. This data shows the extent to which smartphones and tablets have become our constant companions, morphing their function to our whims and circumstances in ways even laptops never really did. They are truly our most personal computers. Sure, you can use them to shop without getting out of bed, let alone braving crowds at the mall, but your device can also entertain you with games, music, and movies. It can even tell you how far you need to walk to make up for that second helping of mashed potatoes – if you choose to look.
Santa is making his list and checking it twice, and with Black Friday and Cyber Monday coming soon it's time to start making your lists too. As we've said before, apps and app usage reveal a lot about the interests and passions of device owners. With that in mind, we've compiled app-inspired gift ideas for the smartphone and tablet users on your holiday list.
To do that, we investigated app usage patterns for different Personas (psychographic segments) using a sample of 97,963 randomly selected iOS and Android devices. Our suggestions are based on the apps that members of each Persona use the most or to a greater extent than other smartphone and tablet users.
Many apps are free, but if you want to give paid apps or other paid digital content note that you can give specific music or apps or set up a monthly allowance from Apple's iTunes and App Store, whereas from Google Play you can only select a gift card. You can always add some suggestions for paid and free apps or other digital content you think a recipient might enjoy to make a gift card a little more personal or transform a holiday card into a gift.
The best gifts tap into the recipient's life and passions. Apps are a great way to gain insights about your loved one's interests, so before you start shopping look at their phone or tablet for some ideas. We hope this has given you some inspiration for selecting holiday gifts, and wish you a joyful, gadget-lit, holiday season.
Links referenced in the infographic: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30
On April 22 2014, Flurry will host Source14, a one-day mobile summit in downtown San Francisco. Join 500 fellow attendees to hear what's next in mobile. Get more information and register today at www.flurrysource14.com.
Flurry is the leading mobile measurement and advertising platform that is optimizing mobile experiences for people everywhere. Flurry's industry-leading Analytics software sees activity in over 400,000 apps on more than 1.3 billion mobile devices worldwide, giving Flurry the deepest understanding of mobile consumer behavior. Flurry turns this insight into accelerated revenue and growth opportunities for app developers, and more effective mobile advertising solutions for brands and marketers. The company is venture backed and headquartered in San Francisco with offices in New York, London, Chicago and Mumbai.


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Policies and Procedures
Cross-registration & Requests for Accommodations
It is important that students be aware of all policies and procedures of the college or university at which he/she will cross register. Each institution may have different policies regarding accommodations for a specific disability. This information is available and accessible on the institution's web page. Students requesting accommodations should be informed of the following guidelines:
- Student must present documentation of the disability to the Disability Support Service provider of the course-registered institution. This documentation must meet the requirements of the cross-registered institution.
- Student should meet in a timely manner*, prior to the first day of classes, with the Disability Support Service provider of the institution to which he/she is cross-registering in order to facilitate accommodation needs.
- Student must present a letter from his/her home institution to the Disability Support Provider of the institution to which he/she is cross-registering, which outlines:
- Issues which arose on his/her home campus
- Accommodations which he/she received at the home campus
- A list of strategies that have been successful and those which have not.
Each institution reserves the right to modify previous accommodations based upon its in-house policies.
* A timely manner is contingent upon each individual case. For example, a minimum of one week is required to accommodate extended or distraction-reduced test time; a minimum of one month is required to accommodate requests that require modification of architectural barriers, interpreter services, etc. Each institution will work as diligently as possible to accommodate students.
Course Substitution Procedure for Students with Disabilities
Students with disabilities may petition for permission to substitute a specific course with an appropriate replacement, including a course taken on a pass/fail basis, when she/he has met all the following criteria.
- Appropriate documentation stating a clearly diagnosed disability must be on file in the Academic Support Services office.
- Significant difficulty in the course of study in question must be documented, either at the high school or college level. Previous grades or statements from tutors, teachers or learning specialists, and/or data could evidence verification of difficulty.
- In the case where a student is currently enrolled in the course in question, students must demonstrate a good faith effort by regularly attending class, enlisting the support of faculty and/or tutors, completing all assignments on schedule, and disclosing and requesting accommodations from the outset. If, despite a good faith effort, the student's performance in the course in question falls significantly below other courses in the given semester, a petition request is considered. A student designates the course to be taken pass/fail normally at pre-registration but no later
- A student must have attained sophomore status and be in good academic standing in order to petition the committee. Petitions for first-year students will be heard only if the student is currently enrolled in the course in question.
Student Procedure
- Submit all appropriate records and documentation to the Office of Academic Support Services. Note: A Modern Language Aptitude Test or tests of auditory processing may be required if a student is petitioning an accommodation for the foreign language requirement.
- Submit a letter of petition attached to the petition form requesting the accommodation to the SOS committee. A copy must be delivered to the Office of Academic Support Services in order to activate the petition process.
- The letter of petition should include the following information: type of accommodation being requested, an explanation of the disability, how the disability affects this particular course, history of difficulty in this course of study, description of the student's good faith effort, and any recommendation from the instructor or evaluator.
General Information
- Courses enrolled on a pass/fail basis shall not be used in computing the GPA but will be counted as credit toward graduation.
- Student data is reviewed by the Assistant Dean of Academic Support Services and the Standing on Students (SOS) committee. Decisions are based on the severity of the disability, and the degree of evidence supporting the requested accommodation.
- The results are mailed to the student within one week of the committee's decision. If the request is granted, the student will be asked to schedule an appointment with the Assistant Dean of Academic Support Services to discuss appropriate course substitutions.
- A student may appeal any decision by following the procedure outlined in the Lehigh University Student Handbook.
- The university is not required to waive courses that are essential to a particular program, or specific requirements that are essential to a particular course. This is also true if the requirement is directly related to professional licensing.
For Disability-Related Grievances see Academic Resource Guide in the Student Handbook.


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Ralph Barton Perry (3 July 1876 – 22 January 1957) was an American philosopher.
|This philosopher article is a stub. You can help Wikiquote by expanding it.
- Indeed I am inclined to go so far as to say that the one cause for which one may properly make war is the cause of peace.
- "Non-Resistance and The Present War - A Reply to Mr. Russell," International Journal of Ethics (April 1915), vol. 25, no. 3, pp. 307-316
- The English mind is intelligent rather than intellectual. The French are intellectual in the sense that the intellect is emancipated and left free to run its own course.
- Chap XXXI. The Present Conflict of Ideals: A Study of the Philosophical Background of the World War, (1918), New York: Longmans, Green
- ... the fear of God together with a keen eye for the main chance.
- Chap XXXV. The Present Conflict of Ideals: (1918). (Among the traits Barton Perry lists as being possessed by Americans and inherited from British Puritans.)
- This insistence on "having his say upon the universe" is the profoundest motive of William James thinking as well as of his filial gratitude.
- The Thought and Character of William James (1935), vol. 1, ch. VIII
- He believed that liberalism had saved the intellect at the cost of the repudiating the great historical phenomenon of religion.
- "The Thoght and Character of William James" (1935), Vol 2, ch. LXIX


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The annual Harvest Stompede is the weekend of September 6 & 7, 2014. Tickets are limited & we will sell out!
This annual weekend features a spectacular race through Leelanau's vineyards followed by a self-guided wine tour of LPVA member wineries featuring world class wines and culinary delights that reflect the season's bounty.
The Harvest Stompede Wine Tour starts at 11:00 am on Saturday following the race (11:00 am to 6:00 pm) and continues on Sunday from 12:00 to 5:00 pm. Tickets are $40 and include a souvenir wine glass and a special wine pour and food pairing at each of 23 participating wineries along the Leelanau Peninsula Wine Trail. To highlight our region's culinary excellence, each winery will be partnering with farmers and restaurants to feature local ingredients in their food pairings.
Stay tuned for tickets to the Harvest Stompede Wine Tour!
The Harvest Stompede
The weekend's festivities kick off at 9:00 am on Saturday morning at Ciccone Vineyard with the Harvest Stompede race. While race registration is not included with your wine tour ticket or in any way required, it's considered one of the most unique races in the country – a great event for spectators. The one-of-a-kind course meanders through rolling vineyard rows that are heavy with ripe wine grapes that are soon to be picked. The race is designed for both serious and recreational runners or walkers, with options for a 5K walk, 5K run, or 7 mile run.


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Milwaukie Cinema
11011 SE Main Street, Milwaukie, OR 97222
County: Clackamas, Market: PortlandScreens: 3
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